Edit : I see everybody has answerd literly at the same time as I typed all this
This is how to do it manually without using any fpsc tools :
Well , First you will need a bmp image of the dead person so ppl will know what it looks like in the libary. Just take a print screen of it in milkshape then use something like gimp 2 or paint.net to crop it and maybe remove the background and make it look fancy using the magic wand selections tools
Secondly you will need the texture for it so just put that in the same folder as the bmp image
Thirdly you are gunna need the script , ive edited the dog man script since thats a dead body
;header
desc = ENITY NAME
;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = MODELNAME.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 1
collisionmode = 0
reducetexture = -1
;statistics
strength =
explodable = 0
debrisshape =
;visualinfo
textured = MODELTEXTURE.tga(.DDS)
effect =
castshadow = 0
That should be it/
You should now have the folling in your entitybank
modelname.bmp
modeltexture.TGA(.DDS)
modelname.FPE
That should be it. If ive missed anything out or got anything wrong then correct me anybody
http://image.fps-files.com/images/56Watermod_Logo.bmp[/img]